diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs index 57722b806503..c10e505f5055 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfieldAdjustmentContainer.cs @@ -28,6 +28,8 @@ protected override void Update() base.Update(); const float base_relative_height = TaikoPlayfield.BASE_HEIGHT / 768; + // Matches stable, see https://github.com/peppy/osu-stable-reference/blob/7519cafd1823f1879c0d9c991ba0e5c7fd3bfa02/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L514 + const float base_position = 135f / 480f; float relativeHeight = base_relative_height; @@ -49,9 +51,7 @@ protected override void Update() // Limit the maximum relative height of the playfield to one-third of available area to avoid it masking out on extreme resolutions. relativeHeight = Math.Min(relativeHeight, 1f / 3f); - // Position the taiko playfield exactly one playfield from the top of the screen, if there is enough space for it. - // Note that the relative height cannot exceed one-third - if that limit is hit, the playfield will be exactly centered. - Y = relativeHeight; + Y = base_position; Scale = new Vector2(Math.Max((Parent!.ChildSize.Y / 768f) * (relativeHeight / base_relative_height), 1f)); Width = 1 / Scale.X;